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                shader学习17-动画
            
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            <h2 id="时间"><a href="#时间" class="headerlink" title="时间"></a><strong>时间</strong></h2><p>动画效果往往都是把时间添加到一些变量的计算中，以便在时间变化时画面也可以随之变化。</p>
<a id="more"></a>

<p><strong>Unity内置时间变量</strong></p>
<table>
<thead>
<tr>
<th>标签名</th>
<th>类型</th>
<th>描述</th>
</tr>
</thead>
<tbody><tr>
<td>_Time</td>
<td>float4</td>
<td>t是自该场景加载开始所经过的时间，4个分量的值分别是t/20,t,2t,3t</td>
</tr>
<tr>
<td>_SinTime</td>
<td>float4</td>
<td>t是时间的正炫值，4个分量的值分别是t/8,t/4,t/2,t</td>
</tr>
<tr>
<td>_CosTime</td>
<td>float4</td>
<td>t是时间的余炫值，4个分量的值分别是t/8,t/4,t/2,t</td>
</tr>
<tr>
<td>_unity_DeltaTime</td>
<td>float4</td>
<td>dt是时间增量，4个分量分别对应dt,1/dt,smoothDt,1/smoothDt</td>
</tr>
</tbody></table>
<h2 id="序列帧动画"><a href="#序列帧动画" class="headerlink" title="序列帧动画"></a><strong>序列帧动画</strong></h2><p>序列帧动画，就是依照一定速度，从左到右，从上到下的播放一系列关键帧图像，这样看起来就是一个连续动画。<br>我们知道，在shader中，我们渲染的图像在每帧中都是一整张渲染出来的，不会渲染整张图像中的某部分内容。如下图<br><img src="unity1.png" alt></p>
<p>因此我们需要通过移动纹理的UV坐标来设置每帧只渲染纹理中的一部分，并且间隔一定时间再渲染下一部分，从而达到连续动画的效果。<br>在上一章中，我们了解纹理UV，并且知道shader如何处理UV。因此，想要让shader每帧只渲染序列帧纹理中的单帧图片，需要缩小UV范围，间隔时间，使UV偏移到下帧图片范围内，这就可以达到动画效果。</p>
<figure class="highlight javascript hljs"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span 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class="line">60</span><br><span class="line">61</span><br><span class="line">62</span><br><span class="line">63</span><br><span class="line">64</span><br><span class="line">65</span><br><span class="line">66</span><br><span class="line">67</span><br><span class="line">68</span><br><span class="line">69</span><br><span class="line">70</span><br><span class="line">71</span><br><span class="line">72</span><br><span class="line">73</span><br><span class="line">74</span><br><span class="line">75</span><br></pre></td><td class="code"><pre><span class="line">Shader<span class="hljs-string">"MyTest/Test6/TestFrame"</span>&#123;</span><br><span class="line">	Properties&#123;</span><br><span class="line">		_MainTex(<span class="hljs-string">"Main Tex"</span>,<span class="hljs-number">2</span>D)=<span class="hljs-string">"white"</span>&#123;&#125;</span><br><span class="line">		_Color(<span class="hljs-string">"Color"</span>,Color)=(<span class="hljs-number">1</span>,<span class="hljs-number">1</span>,<span class="hljs-number">1</span>,<span class="hljs-number">1</span>)</span><br><span class="line">		_HorAmount(<span class="hljs-string">"Hor Amount"</span>,float)=<span class="hljs-number">4</span></span><br><span class="line">		_VerAmount(<span class="hljs-string">"Ver Amount"</span>,float)=<span class="hljs-number">4</span></span><br><span class="line">		_Speed(<span class="hljs-string">"Speed"</span>,Range(<span class="hljs-number">1</span>,<span class="hljs-number">100</span>))=<span class="hljs-number">30</span></span><br><span class="line">	&#125;</span><br><span class="line"></span><br><span class="line">	SubShader&#123;</span><br><span class="line">		Tags&#123;<span class="hljs-string">"Queue"</span>=<span class="hljs-string">"Transparent"</span> <span class="hljs-string">"IngoreProjector="</span>True<span class="hljs-string">" "</span>RenderType<span class="hljs-string">"="</span>Transparent<span class="hljs-string">"&#125;</span></span><br><span class="line"><span class="hljs-string">		Pass&#123;</span></span><br><span class="line"><span class="hljs-string">			Tags&#123;"</span>LightMode<span class="hljs-string">"="</span>ForwardBase<span class="hljs-string">"&#125;</span></span><br><span class="line"><span class="hljs-string">			ZWrite  Off</span></span><br><span class="line"><span class="hljs-string">			Blend SrcAlpha OneMinusSrcAlpha</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			CGPROGRAM </span></span><br><span class="line"><span class="hljs-string">			#include "</span>Lighting.cginc<span class="hljs-string">"</span></span><br><span class="line"><span class="hljs-string">			#include "</span>UnityCG.cginc<span class="hljs-string">"</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			#pragma multi_compile_fwdbase</span></span><br><span class="line"><span class="hljs-string">			#pragma vertex vert</span></span><br><span class="line"><span class="hljs-string">			#pragma fragment frag</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			sampler2D _MainTex;</span></span><br><span class="line"><span class="hljs-string">			float4 _MainTex_ST;</span></span><br><span class="line"><span class="hljs-string">			fixed4 _Color;</span></span><br><span class="line"><span class="hljs-string">			float _HorAmount;</span></span><br><span class="line"><span class="hljs-string">			float _VerAmount;</span></span><br><span class="line"><span class="hljs-string">			float _Speed;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			struct a2v&#123;</span></span><br><span class="line"><span class="hljs-string">				float4 vertex:POSITION;</span></span><br><span class="line"><span class="hljs-string">				float4 texcoord:TEXCOORD0;</span></span><br><span class="line"><span class="hljs-string">			&#125;;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			struct v2f&#123;</span></span><br><span class="line"><span class="hljs-string">				float4 pos:SV_POSITION;</span></span><br><span class="line"><span class="hljs-string">				float2 uv:TEXCOORD2;</span></span><br><span class="line"><span class="hljs-string">			&#125;;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			v2f vert(a2v v)&#123;</span></span><br><span class="line"><span class="hljs-string">				v2f o ;</span></span><br><span class="line"><span class="hljs-string">				o.pos = UnityObjectToClipPos(v.vertex);</span></span><br><span class="line"><span class="hljs-string">				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);</span></span><br><span class="line"><span class="hljs-string">				return o;</span></span><br><span class="line"><span class="hljs-string">			&#125;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			fixed4 frag(v2f i):SV_Target&#123;</span></span><br><span class="line"><span class="hljs-string">				float time = floor(_Time.y * _Speed);</span></span><br><span class="line"><span class="hljs-string">				//每帧播放的行下标</span></span><br><span class="line"><span class="hljs-string">				float row  = floor(time/_HorAmount);</span></span><br><span class="line"><span class="hljs-string">				//每帧播放的列下标</span></span><br><span class="line"><span class="hljs-string">				float col  = time - row * _HorAmount;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">				//单帧图片范围,由UV(0,1)可知，需要分割 _HorAmount，_VerAmount块</span></span><br><span class="line"><span class="hljs-string">				float _hor = 1/_HorAmount;</span></span><br><span class="line"><span class="hljs-string">				float _ver = 1/_VerAmount;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">				//对UV范围缩小，限制到单帧图片范围大小 </span></span><br><span class="line"><span class="hljs-string">				half2 uv = float2(i.uv.x * _hor, i.uv.y * _ver);</span></span><br><span class="line"><span class="hljs-string">				//偏移</span></span><br><span class="line"><span class="hljs-string">				uv.x += col / _HorAmount;</span></span><br><span class="line"><span class="hljs-string">				//Unity中纹理坐标竖直方向是从下往上</span></span><br><span class="line"><span class="hljs-string">				uv.y -= row / _VerAmount;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">				return tex2D(_MainTex,uv);</span></span><br><span class="line"><span class="hljs-string">			&#125;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">			ENDCG</span></span><br><span class="line"><span class="hljs-string">		&#125;</span></span><br><span class="line"><span class="hljs-string">	&#125;</span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string"></span></span><br><span class="line"><span class="hljs-string">&#125;</span></span><br></pre></td></tr></table></figure>

<h2 id="滚动背景"><a href="#滚动背景" class="headerlink" title="滚动背景"></a><strong>滚动背景</strong></h2><figure class="highlight javascript hljs"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br><span class="line">43</span><br><span class="line">44</span><br><span class="line">45</span><br><span class="line">46</span><br><span class="line">47</span><br><span class="line">48</span><br><span class="line">49</span><br><span class="line">50</span><br><span class="line">51</span><br><span class="line">52</span><br><span class="line">53</span><br><span class="line">54</span><br><span class="line">55</span><br><span class="line">56</span><br><span class="line">57</span><br><span class="line">58</span><br><span class="line">59</span><br><span class="line">60</span><br><span class="line">61</span><br><span class="line">62</span><br><span class="line">63</span><br><span class="line">64</span><br><span class="line">65</span><br><span class="line">66</span><br><span class="line">67</span><br><span class="line">68</span><br><span class="line">69</span><br></pre></td><td class="code"><pre><span class="line">Shader<span class="hljs-string">"MyTest/Test6/testsv"</span>&#123;</span><br><span class="line">	Properties&#123;</span><br><span class="line">		_MainTex(<span class="hljs-string">"Main Tex"</span>,<span class="hljs-number">2</span>D)=<span class="hljs-string">"white"</span>&#123;&#125;</span><br><span class="line">		_DetaiTex(<span class="hljs-string">"Detai Tex"</span>,<span class="hljs-number">2</span>D)=<span class="hljs-string">"white"</span>&#123;&#125;</span><br><span class="line"></span><br><span class="line">		_ScrollX(<span class="hljs-string">"Main layer Speed"</span>,float)=<span class="hljs-number">1.0</span></span><br><span class="line">		_Scroll2X(<span class="hljs-string">"Detai layer Speed"</span>,float)=<span class="hljs-number">1.0</span></span><br><span class="line">		_Multiplier(<span class="hljs-string">"Layer Multip"</span>,float)=<span class="hljs-number">1</span></span><br><span class="line">		_Alpha(<span class="hljs-string">"Alpha"</span>,Range(<span class="hljs-number">0</span>,<span class="hljs-number">1</span>))=<span class="hljs-number">1</span></span><br><span class="line">	&#125;</span><br><span class="line"></span><br><span class="line">	SubShader&#123;</span><br><span class="line">		Tags&#123;<span class="hljs-string">"Queue"</span>=<span class="hljs-string">"Geometry"</span> <span class="hljs-string">"IngoreProjector"</span>= <span class="hljs-string">"True"</span> <span class="hljs-string">"RenderType"</span>=<span class="hljs-string">"Opaque"</span>&#125;</span><br><span class="line"></span><br><span class="line">		Pass&#123;</span><br><span class="line">			Tags&#123;<span class="hljs-string">"LightMode"</span>=<span class="hljs-string">"ForwardBase"</span>&#125;</span><br><span class="line"></span><br><span class="line">			CGPROGRAM</span><br><span class="line">			#include "Lighting.cginc"</span><br><span class="line">			#include "UnityCG.cginc"</span><br><span class="line"></span><br><span class="line">			#pragma multi_compile_fwdbase</span><br><span class="line">			#pragma vertex vert</span><br><span class="line">			#pragma fragment frag</span><br><span class="line"></span><br><span class="line">			sampler2D _MainTex;</span><br><span class="line">			float4 _MainTex_ST;</span><br><span class="line">			sampler2D _DetaiTex;</span><br><span class="line">			float4 _DetaiTex_ST;</span><br><span class="line"></span><br><span class="line">			float _Scroll2X;</span><br><span class="line">			float _ScrollX;</span><br><span class="line">			float _Multiplier;</span><br><span class="line">			fixed _Alpha;</span><br><span class="line"></span><br><span class="line">			struct a2v&#123;</span><br><span class="line">				float4 vertex:POSITION;</span><br><span class="line">				float4 tex :TEXCOORD0;</span><br><span class="line">			&#125;;</span><br><span class="line"></span><br><span class="line">			struct v2f&#123;</span><br><span class="line">				float4 pos:SV_POSITION;</span><br><span class="line">				float4 uv:TEXCOORD0;</span><br><span class="line">			&#125;;</span><br><span class="line"></span><br><span class="line">			v2f vert(a2v v)&#123;</span><br><span class="line">				v2f o;</span><br><span class="line">				o.pos = UnityObjectToClipPos(v.vertex);</span><br><span class="line">				<span class="hljs-comment">//frac取小数部分进行偏移</span></span><br><span class="line">				o.uv.xy = TRANSFORM_TEX(v.tex,_MainTex)+frac(float2(_ScrollX,<span class="hljs-number">0</span>) * _Time.y);</span><br><span class="line">				o.uv.zw = TRANSFORM_TEX(v.tex,_DetaiTex)+frac(float2(_Scroll2X,<span class="hljs-number">0</span>) * _Time.y);</span><br><span class="line"></span><br><span class="line">				<span class="hljs-keyword">return</span> o;</span><br><span class="line">			&#125;</span><br><span class="line"></span><br><span class="line">			fixed4 frag(v2f i):SV_Target&#123;</span><br><span class="line">			</span><br><span class="line">				fixed4 mainTex = tex2D(_MainTex,i.uv.xy);</span><br><span class="line">				fixed4 detaiTex = tex2D(_DetaiTex,i.uv.zw);</span><br><span class="line">				fixed4 color = lerp(mainTex,detaiTex,detaiTex.a);</span><br><span class="line">				color.rgb *= _Multiplier;</span><br><span class="line">				<span class="hljs-keyword">return</span> color;</span><br><span class="line">	</span><br><span class="line">			&#125;</span><br><span class="line"></span><br><span class="line">			ENDCG</span><br><span class="line">		&#125;</span><br><span class="line">	&#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

<ul>
<li><p><strong>frac</strong><br>取小数部分</p>
</li>
<li><p><strong>fixed4 color = lerp(mainTex,detaiTex,detaiTex.a)</strong><br>取第二张纹理的透明通道来混合两张纹理</p>
</li>
</ul>
<h2 id="顶点动画"><a href="#顶点动画" class="headerlink" title="顶点动画"></a><strong>顶点动画</strong></h2><p>在游戏中，我们常常使用顶点动画来模拟飘动的旗帜，流动的小溪等效果。</p>
<figure class="highlight javascript hljs"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br><span class="line">31</span><br><span class="line">32</span><br><span class="line">33</span><br><span class="line">34</span><br><span class="line">35</span><br><span class="line">36</span><br><span class="line">37</span><br><span class="line">38</span><br><span class="line">39</span><br><span class="line">40</span><br><span class="line">41</span><br><span class="line">42</span><br><span class="line">43</span><br><span class="line">44</span><br><span class="line">45</span><br><span class="line">46</span><br><span class="line">47</span><br><span class="line">48</span><br><span class="line">49</span><br><span class="line">50</span><br><span class="line">51</span><br><span class="line">52</span><br><span class="line">53</span><br><span class="line">54</span><br><span class="line">55</span><br><span class="line">56</span><br><span class="line">57</span><br><span class="line">58</span><br><span class="line">59</span><br><span class="line">60</span><br><span class="line">61</span><br><span class="line">62</span><br><span class="line">63</span><br><span class="line">64</span><br><span class="line">65</span><br><span class="line">66</span><br><span class="line">67</span><br><span class="line">68</span><br><span class="line">69</span><br><span class="line">70</span><br><span class="line">71</span><br><span class="line">72</span><br></pre></td><td class="code"><pre><span class="line"><span class="hljs-comment">// Upgrade <span class="hljs-doctag">NOTE:</span> replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'</span></span><br><span class="line"></span><br><span class="line">Shader <span class="hljs-string">"Unity Shaders Book/Chapter 11/Water"</span> &#123;</span><br><span class="line">	Properties &#123;</span><br><span class="line">		_MainTex (<span class="hljs-string">"Main Tex"</span>, <span class="hljs-number">2</span>D) = <span class="hljs-string">"white"</span> &#123;&#125;</span><br><span class="line">		_Color (<span class="hljs-string">"Color Tint"</span>, Color) = (<span class="hljs-number">1</span>, <span class="hljs-number">1</span>, <span class="hljs-number">1</span>, <span class="hljs-number">1</span>)</span><br><span class="line">		_Magnitude (<span class="hljs-string">"Distortion Magnitude"</span>, Float) = <span class="hljs-number">1</span></span><br><span class="line"> 		_Frequency (<span class="hljs-string">"Distortion Frequency"</span>, Float) = <span class="hljs-number">1</span></span><br><span class="line"> 		_InvWaveLength (<span class="hljs-string">"Distortion Inverse Wave Length"</span>, Float) = <span class="hljs-number">10</span></span><br><span class="line"> 		_Speed (<span class="hljs-string">"Speed"</span>, Float) = <span class="hljs-number">0.5</span></span><br><span class="line">	&#125;</span><br><span class="line">	SubShader &#123;</span><br><span class="line">		<span class="hljs-comment">// Need to disable batching because of the vertex animation</span></span><br><span class="line">		Tags &#123;<span class="hljs-string">"Queue"</span>=<span class="hljs-string">"Transparent"</span> <span class="hljs-string">"IgnoreProjector"</span>=<span class="hljs-string">"True"</span> <span class="hljs-string">"RenderType"</span>=<span class="hljs-string">"Transparent"</span> <span class="hljs-string">"DisableBatching"</span>=<span class="hljs-string">"True"</span>&#125;</span><br><span class="line">		</span><br><span class="line">		Pass &#123;</span><br><span class="line">			Tags &#123; <span class="hljs-string">"LightMode"</span>=<span class="hljs-string">"ForwardBase"</span> &#125;</span><br><span class="line">			</span><br><span class="line">			ZWrite Off</span><br><span class="line">			Blend SrcAlpha OneMinusSrcAlpha</span><br><span class="line">			Cull Off</span><br><span class="line">			</span><br><span class="line">			CGPROGRAM  </span><br><span class="line">			#pragma vertex vert </span><br><span class="line">			#pragma fragment frag</span><br><span class="line">			</span><br><span class="line">			#include "UnityCG.cginc" </span><br><span class="line">			</span><br><span class="line">			sampler2D _MainTex;</span><br><span class="line">			float4 _MainTex_ST;</span><br><span class="line">			fixed4 _Color;</span><br><span class="line">			float _Magnitude;</span><br><span class="line">			float _Frequency;</span><br><span class="line">			float _InvWaveLength;</span><br><span class="line">			float _Speed;</span><br><span class="line">			</span><br><span class="line">			struct a2v &#123;</span><br><span class="line">				float4 vertex : POSITION;</span><br><span class="line">				float4 texcoord : TEXCOORD0;</span><br><span class="line">			&#125;;</span><br><span class="line">			</span><br><span class="line">			struct v2f &#123;</span><br><span class="line">				float4 pos : SV_POSITION;</span><br><span class="line">				float2 uv : TEXCOORD0;</span><br><span class="line">			&#125;;</span><br><span class="line">			</span><br><span class="line">			v2f vert(a2v v) &#123;</span><br><span class="line">				v2f o;</span><br><span class="line">				</span><br><span class="line">				float4 offset;</span><br><span class="line">				offset.yzw = float3(<span class="hljs-number">0.0</span>, <span class="hljs-number">0.0</span>, <span class="hljs-number">0.0</span>);</span><br><span class="line">				offset.x = sin(_Frequency * _Time.y + v.vertex.xyz * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;</span><br><span class="line">				o.pos = UnityObjectToClipPos(v.vertex + offset);</span><br><span class="line">				</span><br><span class="line">				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);</span><br><span class="line">				o.uv +=  frac(float2( <span class="hljs-number">0</span>, _Speed)*_Time.y );</span><br><span class="line">				</span><br><span class="line">				<span class="hljs-keyword">return</span> o;</span><br><span class="line">			&#125;</span><br><span class="line">			</span><br><span class="line">			fixed4 frag(v2f i) : SV_Target &#123;</span><br><span class="line">				fixed4 c = tex2D(_MainTex, i.uv);</span><br><span class="line">				c.rgb *= _Color.rgb;</span><br><span class="line">				</span><br><span class="line">				<span class="hljs-keyword">return</span> c;</span><br><span class="line">			&#125; </span><br><span class="line">			</span><br><span class="line">			ENDCG</span><br><span class="line">		&#125;</span><br><span class="line">	&#125;</span><br><span class="line">	FallBack <span class="hljs-string">"Transparent/VertexLit"</span></span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

<ul>
<li><strong>“DisableBatching”=”True”</strong><br>因为Unity开启了批处理功能，会合并所有相关的模型，这些模型各自的模型空间就会丢失，而本例shader中，需要在模型空间下对顶点位置进行偏移。因此需要取消对该shader的批处理操作。</li>
</ul>

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